| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| LittleJS-1.27.0.zip | 2026-10-09 | 2.8 MB | |
| LittleJS 1.27.0 - One-Way Platforms, Light Cones and Cloud Saves source code.tar.gz | 2026-10-08 | 7.1 MB | |
| LittleJS 1.27.0 - One-Way Platforms, Light Cones and Cloud Saves source code.zip | 2026-10-08 | 7.8 MB | |
| README.md | 2026-10-08 | 3.0 kB | |
| Totals: 4 Items | 17.7 MB | 4 | |
New Demos
- Platform Physics - Platforms you jump up through and drop down from, a one way door, a lift, a crate to push, a bouncy ball and an ice floor
- Light System - Now with a swinging searchlight cone
- Light Shadows - The mouse light now shines through a window of colored panes
New Changes
- 2D light cones and gels:
light.coneAnglemakes a light a cone, like a flashlight or a car's headlights, turning with the light, andlight.gelis a picture the light shines through, so one light can be a car's headlights and tail lights; shadows still fall through both - One way collision:
layer.setOneWay(tile, direction)makes a tile a platform you jump up through and land on, or one way in any direction, and it turns and mirrors with the tile's art; objects, particles and raycasts all follow it, and a solid object'soneWaydoes the same for moving platforms - Swept bullets:
obj.isBulletmoves a small fast object along a ray, so it never passes through a wall at any speed, andcollideWithTilesees it right where it hits; the platformer's bullets use it - Cloud saves on Newgrounds and Wavedash, the same on both:
cloudSave(slot, data)andcloudLoad(slot), which tells an empty slot (null) from a load that failed (undefined) so a game never saves over a save it could not load; Wavedash stats and presence, and Newgrounds events. The Wavedash calls are tested on Wavedash; the Newgrounds ones are built from its API docs and not yet tried on the site
Fixes
- A light pass or tile layer redraw whose callback throws hands back the screen, where a game that caught the error went on drawing into the lightmap or the layer
- A shader disposed before its first draw is let go of, and a 3D particle callback that changes a particle's age or life time keeps the change
- An object of no size is no longer held to the speed cap by solid collision it never has
- 3D level editor: a scale drag keeps a mirrored axis mirrored, a turned object lands and pastes by its turned box, and opening the editor lets go of a mouse the game captured
Check out the latest on GitHub to see everything we've been working on!